Cool! This takes the hero who takes everything that isn't tied down to a whole nother level :D
No particular suggestions for this. Just a fun game :)
HI. I really like this concept of having to think like an 80s programmer and had to check it out as soon as I saw the description. Like Goed and others said, it was a little hard to pick up and when the first puzzle loaded, I honestly had no idea what I was supposed to be creating (and never really figured it out, though I would like to). Having a tutorial with shorter puzzles that introduce a few commands at a time could really help.
I also found the game to be oddly CPU and GPU heavy, even when I was just looking at the instruction screen, my GPU was 97%. Maybe some other Unity users have an idea, because I'm stumped on why a mostly text based instruction screen would do that.
This is a really neat idea and you did a good job on the visuals, but it needs a tutorial and/at least an explanation of what to do in the description under the game. It took me several tries to find something I actually was allowed to create (a stump), which seemed random until I noticed a wood stat increasing in the upper right corner.
This next point is probably a "me" issue since other commenters seem to have been able to get through the game, but I never could buy more then one item. I'd click on either a rock or a stump, add it too the map, go back to Builds, click on the one I did not buy yet, click the map, but the resource would still be "set" to the first one, leaving me with either two rocks or two stumps and not enough resources to do anything else. Is there something I am missing?
Thanks. I've actually made a lot of games with non-RPG Maker software, though I have been using RPGM a bit more since I got it recently, but not always. Last jam, I had almost uploaded two games. The silly one I made in RPG maker and a more abstract psychological platformer I was making in Gdevelop, though I was having some trouble with the platformer, so I put my energy into the RPG Maker one. Maybe next Improve My Game Jam I'll finish and share it.
Darn, I don't have a mouse. Maybe if you update it, you can add some alternate keyboard options, or maybe even have a working mouse image at the side of the screen so that even people on mobile devices might be able to play. (I usually use my laptop, but have found a surprising number of games can load on mobile even if they are not listed as mobile.)
This was a great game. Art and animations are very well done and the sound track was really relaxing to hunt for fish by. My one major suggestion would be to add a better explanation as to how to smushify. I found out by accident by making one last random check of the window that you smushify by checking the window to see if one of your fish is in the slots. (Possibly edit the instructions to say something like "Check your Smushify window every time you catch a new kind of fish to see if you have the right combo for a rod upgrade.")
Remember to eat your fish kids, it's good for your stats :)
That was fun. I liked the lady who came in and straight up said "Hey, want bribe" and that giving a car to a 3-year-old described as mischievous and cunning in her description mysteriously increases your popularity (did she have a hand in it?) :D
My only suggestion would be have the game pause while your reading profiles.
This was really fun and all the potions and ingredients were really well thought out. It reminds me (slightly) of the old Doodle God flash games and I found it really funny to see a witch in a medieval stone house doom scrolling in bed :)
My one suggestion would be to add an "empty cauldron button for if you want to cancel a reaction midway because it was not doing what you intended. For example, I tried to increase my caldron's output near the end of the game, but despite that recipe being one above wood fairy (and me adding a few extra of each ingredient to be safe), it just made a whole bunch of wood and grass fairies. Otherwise, the caldron worked fine for me.
This was a neat discussion on the untold parts of the story. Get what you mean about having plans to give a game a major update/expansion and never getting around to it. I've learned to plan on making small improvements and getting those uploaded ASAP because if I wait to make major expansions to my game, I may never improve the game I did upload.
Glad to learn there is an explanation for the bigger dresses in the maid's closet. The mysterious dresses was the one point I felt had not gotten cleared up and it also explains the bedroom deficiency. (If step mom had Alle's room, step sisters the locked room and Alle off the kitchen, three is plenty.)
It also felt like a tiny bit of a leap to go from learning green paint was deadly to wondering if Alle had used it to kill her family. If Dona had been meant to visit and tell Rutile he was suspicious, that explains why the green paint was enough to decide to investigate.
Thanks for the walkthrough. I managed to make it through the game without it, though there are enough games I'd never make it through without one. Even figured out the code after a couple times and did not find it frustrating the date was not in "American" format. I'm used to playing puzzle games that might use day-first format or military time for a clock hint to not make a clue too obvious and it actually made more sense in Victorian Europe setting.
This is a fun game. You've thought of a lot of really creative ways to make breaking out of a loop a challenge and did a good job having each level teach the player a new mechanic. I would have had an easier time if the arrow keys were implemented as well, but was still fun to try and get to the one spot I could break through the loop :)
Thanks! As I discuss in my (rather hurried) devlog, I've struggled with creating jam games that I actually feel are properly finished. In GoedWare jams in particular, I felt only the first of the several games I submitted were finished/did not feel rushed or like they had big chunks of the game not fully implemented. I'm really happy to say that I feel this game actually feels finished to me -- and that a lot of people seem to be enjoying it :)